Profession: Theurgist - One who tampers with the arts of the supernatural and attempts to control the powers of the spirits of the beyond. [Basic Attack: 3 Cell Range][Basic Attack: Int-Based]Weapon: Wooden PipeArmor: Ocean-Mist RobeAccessory: Cotton Sash

A-Ability: Supernatural Arts: Steam Recreation

+ Steam Recreation: Courage: The Theurgist sends a puff of air through his pipe, which emits from the other end and manifests into the form of a great lion. Summons Spirit Lion into adjacent Cell. 8 MP. Fire Element. [Spirit Force: Caster's MP x .75]

-- Savage Cry: The Spirit Lion lets out a hostile roar that echoes throughout the eardrums of its foes, causing them to drop their guard in fear. Can cause Addle. N/A Dmg. Range: Surrounding Cells. 15 SF. Neutral Element.

+ Spirit Recreation: Wisdom: The Theurgist sends a puff of air through his pipe, which emits from the other end and manifests into the form of a solemn owl, gently floating in the breeze. Summons Spirit Owl into adjacent Cell. 8 MP. Fire Element. [Spirit Force: Caster's MP x 1.25]

* NOTE: Spirit Summons are directly connected to the summoner through the steam that emits from its pipe. The Spirit Summon is moved along with the summoner as if the two were one, even though they make take separate actions (except for moving). Spirit Summons cannot be attacked and only one may be summoned at a time. Spirit Summons do not have stats, and will have their damage calculated through the stats of the summoner. Each Spirit Summon has its own "Spirit Force" which is used instead of mana for its attacks. When a Spirit Summon is drained of all of its Spirit Force, it is instantly de-summoned. Spirit Summons fade after 5 turns of activity and the same Spirit Summon cannot be used again for the remainder of the battle.

Last edited by Durn on Sat Nov 20, 2010 11:11 am; edited 3 times in total

Profession: Spellbinder - A magic-wielding sorceress who has focused her abilities within the arcane forces in order to learn how to negate and conjure magic of all types. [Basic Attack: 3 Cell Range][Basic Attack: Int-Based]Weapon: Dusty Spellbook - Many pages are stained, torn, or just plain unreadable.Armor: Linen Robes - A rather worn robe constructed using linen cloths. It provides little physical protection.Accessory: Raven Brooch - A small, spherical ornament of an onyx color gilded with outlines of a crimson raven.

A-Ability: Arcane Manipulation

+ Faerie Spark: A flash of energy ignites upon the target's chest, burning a few of the mana veins that run through the target's body, causing it to lose 10% of its maximum mana. 120% Int Dmg. Range: 5 Cells. 9 MP. Arcane Element.

+ Arcana Fulmination: An abnormal amount of arcane power begins to course through the caster's veins, enhancing the next spell cast. Next Magical Ability has a guaranteed chance at scoring a Critical. N/A Damage. Range: Self. 8 MP. Arcane Element.

+ Mana Barrier: A shield made from intricate threads of mana is quickly conjured in front of the user, blocking and negating all Intellect-based abilities aimed directly at Terra until the shield absorbs damage equal to half of Terra's total mana capacity. The shield has no effect on Attack-based abilities. The shield can be canceled at any given time and Terra is refunded mana equal to however much more damage the shield could absorb. N/A Dmg. Range: Self. 50% Max MP. Arcane Element.

A-Ability: Item

R-Ability:+ Alignment of Stars: When the user successfully casts two spells in a row, the user may then proceed to cast a third spell.

S-Ability: + Mana Synergy: Terra's skill at manipulating mana has resulted in the toughening of her mana, increasing its durability and resistance. Maximum MP increased by 30%. Unable to lose mana due to an opponent's attack.

Release: Arcane Disruption - Terra skillfully shifts different rifts of existence around her general area, causing all foes around her to distort and writhe into different shapes and forms. 150% Arcane damage to all foes within 3 cells of Terra.

Profession: Breaker - Being one who can pass judgments and form seals upon their targets, Breakers can just as easily cut their ties with judged targets and allies to create dramatic, yet righteous spells without the need of offensive abilities.Weapon: Iron SpellbladeArmor: Navy Overcoat Accessory: Gilded Scabbard

A-Ability: Righteous Conviction

+ Break Judgment: A single judgment is removed from the target. The removal of judgments and their effects can be found under their listed abilities. N/A Dmg. Range: 5 Cells. 7 MP. Holy Element.

+ Judgment of Penance: A small, bright red orb appears above the target's head, draining all remaining energy until the foe has praised for forgiveness of its sins. The afflicted takes damage equal to 5% of its Max HP each Calculation Phase. When removed via Break Judgement, the target takes piercing damage equal to the amount of damage inflicted by Judgement of Penance during its duration upon the target. Range: 5 Cells. 9 MP. Holy Element.

A-Ability: Item

R-Ability: N/A

S-Ability: + Augmentation: All Intellect gained via weapon are removed in order to gain Mana equal to five per one Intellect removed. [Passive]

Release: Ultima Break - Aaric shatters the judgment inflicted upon the target, causing a massive amount of unavoidable damage. Can only be used on a target affected by a Judgment. This ability’s name is also treated as “Break Judgment”. 200% Piercing Intellect Dmg. Range: 5 Cells. Holy Element.

+ Summon: White Rabbit: The Magician removes his hat from atop his head and makes a swiping motion with it, causing a small, white rabbit to fly right out of it and onto the battlefield. Summons White Rabbit. N/A Dmg. Range: Adjacent Cell. 5 MP. Neutral Element.

-- Blood Splatter: The little bunny happily trots right by the enemy's leg with its claws protruding to the side. As the bunny runs by, it gashes right through the target's leg, causing blood to spew wildly. Causes Slow. May cause Bleeding. N/A Dmg. Range: 2 Cells. 10 MP. Neutral Element.

+ Magnanimous Mallet: The Magician waves his wand around in the general direction of his summoned White Rabbit. An unbelievably huge, bright yellow and red hammer is then conjured into the grip of the rabbit. The rabbit then happily jumps upward and brings the gargantuan hammer down upon its target. Requires White Rabbit. Can cause Daze. 150% Int Dmg. Range: Foe is 2 Cells from White Rabbit. 14 MP. Neutral Element.

A-Ability: Item

R-Ability: N/A

S-Ability: + Awkward Resonance: Durn's incoherent relationship with the cuddly beast causes his morale to boost extremely whenever it's around - odd, I know. Doubles remaining and maximum MP as long as White Rabbit is on the battlefield.

Release: Rabies - Durn throws his wand directly at his furry companion, instantly causing it to bloat up and transform into a giant, insane, red-furred, frothing at the mouth, bunny-like creature. The monster then lunges straight for one of the party's opponents and begins to feast upon its flesh. Requires White Rabbit. 200% Piercing Int Dmg. Neutral Element.

* NOTE: Due to the White Rabbit's small stature and harmless appearance, foes do not wish to attack this creature, and it is only used as a weapon by Durn. It has no stats, and acts based off of Durn's, except for the fact that it has a movement of 4 that it uses as its own. The two share separate actions as well. All attacks used up by the rabbit are drained from Durn's MP instead.

Last edited by Durn on Mon Dec 06, 2010 8:30 pm; edited 1 time in total

Profession: Game Master - A rare, unusual magician that attacks using odd, chess-based abilities. Their strategies usually consist of trapping the foe into a corner and protecting themselves.Weapon: Metallic Chess SetArmor: Gothic GownAccessory: Black Stilettos

A-Ability: Piece Control

+ Skewer: A chess move in which two pieces are effected, one piece moves while the other piece is captured. A ray of holy energy is pushed towards the foe causing damage to all foes between the target and the caster. All targets that are hit in the crossfire are moved one Cell to the right. 110% Int Dmg (Target). 80% Int Dmg (Other Foes Hit). Range: 4 Cells. 8 MP. Holy Element.

+ Prophylaxis: A chess move in which the player induces fear into the opponent, causing them to hesitate due to a potential backfire of their actions. Can cause Stop. Causes double damage if King Safety is active. 130% Int Dmg. Range: 4 Cells. 16 MP. Holy Element.

+ Back Rank Mate: A checkmate in which a bishop captures the king. The user fires a golden beam of energy at the target through a diagonal line of sight, causing a massive amount of intense damage. 120% Piercing Int Dmg. Range: 4 Diagonal Cells. 14 MP. Holy Element.

+ King Safety: A chess move in which the king is fortified by surrounding pieces. 3 Holy Pawns are summoned in front of and next to the target, increasing the target's Defense and Spirit by 15% for each Holy Pawn in play. Holy Pawns cannot be passed through by enemies; they are also destroyed by a single attack. Only one copy of this ability may be active at one time. N/A Dmg. Range: 4 Cells. 6 MP. Holy Element.

R-Ability:+ Promotion: Marie, in this case, a useless pawn, gains power equal to that of a queen. Promotion activates whenever Marie takes magical damage. This buff increases Marie's Intellect, Spirit, and Defense by 20%.

S-Ability: + Harrwitz Bishop: This unit may move diagonally at a cost of only one Movement. (Passive)

Awakening:Fool's Mate - The quickest method of a checkmate which can be executed in only two turns of play. The target's king is then captured, destroying the target. One chess piece in play can be sacrificed to damage foes adjacent to the target. Range: 5 Cells. Holy Element.

Profession: Chanter - An unknown wanderer who has banished themselves from all society by their own free will. They endure their hardships by increasing their strength with different types of morale-boosting spells and abilities. [Basic Attack: 2 Cell Range]Weapon: Sickle ScytheArmor: Pearl GarmentsAccessory: Golden Bangles

+ Endure: The Chanter takes on a defensive stance, resulting in the heightening of her senses for a short period of time. Defense increased by 75% for next two turns. N/A Dmg. Range: Self. 10 MP. Neutral Element.

+ Hooked Strike: Vorona lashes her scythe out toward the attacker, and then yanks it back to its original position. 2 Hits [+1 Hit if used after a Basic Attack][Linkable w/ Basic Attack]. 120% Atk Dmg. Range: Basic Attack Range. 10 MP. Neutral Element.

A-Ability: Item

R-Ability: N/A

S-Ability: + Unending Determination: The Chanter's purpose upon the Earth has not been fulfilled, and thus, she cannot let herself fade away. Casts Regen and MP Regen on Self upon reaching a Critical State. Only works once per battle. [Passive]

Release: Justice Envoy - The Chanter quickly rings the tip of her scythe around the target's back and pulls forward, kicking once at the target's gut as the scythe pulls the target in the opposite direction. 200% Piercing Atk Dmg. Neutral Element.

Profession: Ex-Nun - A woman of a holy nature bound by religious law, following rules such as obedience, peace, and chastity... Hahahaha... Just kidding. Not her, no. She doesn't like that kind of stuff. [Basic Attack: 2 Cell Range]Weapon: Rope WhipArmor: Achromatic RaimentAccessory: Hit-List

A-Ability: Reversal of Light

+ Misholy: An improper usage of the "Holy" spell that involves blasting an unstable surge of light energy directly at the target. Causes 50% damage to foes in surrounding cells of the target. Will damage allies within that radius as well. 150% Int Dmg. Range: 5 Cells. 10 MP. Holy Element.

+ Misheal: Instead of healing her ally as she "intended to do", Karolynn drains the life energy out of her ally and absorbs it as her own. Absorbs damage done. Increases Int and Spr by 10%. Can only target allies. 50% Int Dmg. Range: 5 Cells. 7 MP.

A-Ability: Item

R-Ability: N/A

S-Ability: + Sadism: Whenever Karolynn damages an ally with one of her abilities, her Atk and Int are increased by 10%. [Passive]

Profession: Messenger - A messenger from the world of magic; these people are able to call upon raw mana to do their bidding. These special magicians also work in the arts of Reversal Magic. (Can also create Mana Milk Bottles. Great for camping. :3)Weapon: Silk MailbagArmor: Dusty Mailman's UniformAccessory: Milk Bottle

A-Ability: Mana Transmission

+ Reversal Trip: The caster creates a white spell circle which he then deploys a letter into. The circle then shrinks and disappears and reappears before the target; the circle then taps into the magical force of the inserted letter and rearranges the foe's mana in such a method to where the foe's very own abilities are altered. Switches all of the target's Int based attacks into Atk based attacks and vice versa. 80% Int Dmg. Range: 5 Cells. 10 MP. Neutral Element.

+ Un-Speed: The caster creates a gray spell circle which he then deploys a letter into. The circle then shrinks and disappears and reappears before the target; the circle then taps into the magical force of the inserted letter and unleashes flurries of black and white, raw energy upon the target. Can cause Slow and/or Stop. During each Calculation Phase when a foe is affected by a status condition caused by this ability, the affected foe takes damage equal to 5% of its maximum HP. N/A Dmg. Range: 5 Cells. 18 MP. Neutral Element.

+ Text Cannon: Revealing a letter from his trusty mailbag, the caster then opens the letter, causing the text written upon the letter to fly off of its paper and twirl around into the air. The text then launches itself at the target with great force. Deals double damage to targets afflicted with more than one status condition. 130% Int Dmg. Range: 5 Cells. 12 MP. Neutral Element.

A-Ability: Item

R-Ability:+ Life Re-Shifter: Whenever a negative status effect is indirectly applied (through chance or damage, etc...) to an ally, the negative status effect is dispelled from the party member and applied to the Messenger.

S-Ability: + Psych-Disable: Because he has handled multiple types of magic, the Messenger is immune to all minor negative status effects.

Release: Text Recall/Deny - The Messenger unleashes multitudes of letters into the sky, which are then amplified into magical spells by the release of the caster's mana. The condition of the caster's physical body affects what the amplified letters will cause:

Profession: Paladin - A servant of light who has devoted her life to channeling holy magic in order to aid those in need. Usually weaponless, these people do not fight. [Shield as Weapon]Weapon: Iron Bulwark Armor: Steel ArmorAccessory: Shell Hairpin

+ Sanctify Ground: Elci expels holy energy from her body in the form of a pulsating wave that merges with the ground around her. All allies standing within this ground will be healed for 10% of their total HP during each Calculation Phase in which they are in it. All Cells within 3 Cells of Elci are transformed into Sanctified Ground Cells.. Range: Self. 10 MP. Holy Element.

A-Ability: Item

R-Ability: N/A

S-Ability: + Preservation Aura: The Defense of all allies within 3 Cells of Elci is increased by 50% until they move out of range. Does not affect Elci. [Passive]

Profession: Disruptor - A mage trained to wreck living creatures and dissemble their body parts into oblivion. These magical beings are also adept in the art of creating and altering realities of their own.Weapon: Copper Ring - A thin wire gently woven into a circular ring which fits perfectly around a child's finger. (Damage: Int) (Range: 3 Cells)Armor: Girl's School Uniform - A rather basic uniform given to a schoolgirl. Provides little physical protection.Accessory: Black Headband - A black headband that goes on top of her... well... head.

+ Weighted Hex: The caster creates a small, invisible box around the target which quickly fills with a reality created by the caster. Such a reality places large amounts of pressure upon whoever resides inside of it. Damage dealt increased by 15% for each positive or negative status inflicted upon the target. 120% Intellect Damage. 10 MP. Arcane Element.

A-Ability: Item

R-Ability: N/A

S-Ability: + Tools of Destruction: The caster uses the inflictions previously placed upon the target to increase the magical power of her own spells. Base power of Akemi's abilities are increased by 10% for each negative status on the target because of her spells. [Passive]

Release: Box of Solitude - Locking her target away within the boundaries of alternate dimensions, Akemi experiences a mere minute, while the target experiences what feels like a century, slowly starving to death. 200% Piercing Intellect Damage. Neutral Element.

Profession: Shaman - Claiming to experience contact with spirits of the dead, angels, demons or other immaterial entities, Spirit Mediums connect with the Otherworld in order to bring good fortune to her allies. [Basic Attack: 3 Cell Range][Basic Attack: Int-Based]Weapon: Ripped FanArmor: Silken Miko GownAccessory: Hydrangea

A-Ability: Otherworldly Recital

+ Hoshi: The Shaman calls upon the Otherworld God of Stars, who fires a single comet of healing energy at a nearby ally, replenishing its wounds and causing a varying secondary effect based off of other Gods and Goddesses who are currently blessing the target. Heals the target for 130% Intellect. Range: 5 Cells. 12 MP. Arcane Element.

+ Mizu: The Shaman calls upon the Otherworld Goddess of Water, who blesses a nearby ally with the gift of rejuvenation, restoring its wounds with calm tendrils of the purest of water. Restores health equal to 150% of the caster's Intellect over the span of 3 turns. When Hoshi is used on a target affected by Mizu, the heal-over-time effect of Mizu is consumed and the target restores additional health equal to 100% of the caster's Intellect. N/A Damage. Range: 5 Cells. 10 MP. Water Element.

A-Ability: Item

R-Ability: N/A

S-Ability: + Otherworld Accord: The MP cost of all spells and abilities relating to the Otherworld are halved. [Passive]

Release: Ryoko - Kaguya emits a pulsing beam of energy that replenishes the vitality of her allies. Ally party's HP is restored to 100%. All negative status effects (excluding KO and Oblivion) are dispelled.

Profession: Wandering Soul - Entrapped within the vile wood of Kunstnerisk, this wandering spirit has attuned itself to the forest, gaining an affinity for nature. As long as it carries out its purpose - finding flowers and herbs - the Overwatcher will not banish it from existence. [Resist Earth] [Regeneration Aura]Weapon: 101 Ways To Make Friends - A rather thick, hardback book with a single dandelion portrayed on its cover. Various pages have been ripped out of the book, replaced by mere sticky notes. [Infatuation]Armor: Phantasmal Dress - A white dress shaded with a very slight, purple hue. It seems to cause the wearer to fade in and out of existence. [Intangible]Accessory: Pouch of Herbs - A denim pouch attached to the wearer by means of a blue sash wrapped around the waist. Myriad herbs and flower petals reside within the pouch.

A-Ability: Fanciful Flora

+ Cheer On: Encouraging its target with gleeful cheer, the spirit flourishes the target with various assortments of flowers of all types. As the spirit's happiness is rather contagious, the target becomes infected with glee. Casts Haste upon target. N/A Damage. Range: 3 Cells. 8 MP. Neutral Element.

+ Pleasant Hydrangea: The user tosses a single hydrangea on the head of the target, which morphs into a chunk of rock that proceeds to take over the target's body. Because looking beautiful is essential to any useful spell, the rock person sprouts various rainbow flowers after transformation. Causes Petrify. N/A Damage. Range: 3 Cells. 12 MP. Earth Element.

+ Prickly Poppy Pinata: The user lobs a single, prickly plant at the target, which unexpectedly explodes into a variety of prizes (Note: Prizes may include inflammation of body parts, hangnails, and various diseases). Can cause Disease. Three random items appear on the field in adjacent cells to the target. N/A Damage. Range: 3 Cells. 14 MP. Earth Element.

A-Ability: Item

R-Ability:+ Orchid Repulsion: Whenever the spirit is attacked by a foe within 2 cells, an orchid tree sprouts from beneath the foe and launches it back three cells, causing 50% Intellect damage. Spawns 1 Orchid Tree.

S-Ability: + Side Effect of Happiness: All status-inducing effects which cause no damage have their damage output percentage increased from 0% to their MP cost times ten. All damage caused by this ability is Intellect based.

Release: Final Floral Finisher - Brook launches various types of plants, vines, and herbs at the target in a verdant, furious barrage of rage and flora. Can cause Paralyze. Can cause Poison. 200% Piercing Intellect Damage. Earth Element.

HP: 30MP: 40Atk: 0 (+0 from 101 Ways To Make Friends)(+1 from Pouch of Herbs)Def: 4 (+0 from Phantasmal Dress)(+1 from Pouch of Herbs)Int: 8 (+4 from 101 Ways To Make Friends)(+1 from Pouch of Herbs)Spr: 8 (+2 from Phantasmal Dress)(+1 from Pouch of Herbs)Move: 2 Cells (+1 from Wandering Soul Profession)

Profession: Dimensionalist - One who tampers with the inner workings of the connections between various worlds. Those who take on this profession are usually highly knowledgeable about multidimensional travel.Weapon: Tome of Saphir - A large book that looks as if it may span at least 3000 pages. How a young girl like Memory could carry around such a hefty book is unknown. The cover is of a navy blue shade and has no title. The number 6 is engraved in silver lining upon its backside. [Added Effect: Paralyze][Added Effect: Burn][Added Effect: Freeze]Armor: Gown of Infinite Dimensions - A magnificent robe of multitudes of fluorescent colors, specifically pink and white. The pink portions of the robe appears to glow whenever a spell is cast. [Haste]Accessory: Atlar Verpagis - A small, spherical, white gem gilded with onyx. A white energy appears to twist and turn within the facets of the gem. [Immune Wind]

A-Ability: Expelled Demonology

+ Sagherlm: Conjuring up the abyssal, black demon of a thousand maws, the caster fires it at her target as if it was a projectile. Exploding upon contact into multitudes of fangs and serrated canines, the demon viciously mangles all foes caught within its violent rage. Chance of Bleeding. Hits all foes within surrounding cells of the target. 200% Intellect Damage. Range: Foe. 0 MP. Dark Element.

+ Uralmagaan: The caster summons the cunning demon of theft, creating a 5x5-cell aura of shadowy energy around the target. At the end of the next Player Phase, the aura brutally leeches all energy from any foe within the vicinity of the attack. Causes all foes within Shadow Aura cells to instantly have their health sapped to Critical levels. The caster absorbs all damage caused as Health. N/A Damage. Range: Foe. 0 MP. Dark Element.

+ Karukhyll: The caster summons the ominous demon of nightmares, who casts a spell of unending sleep upon the enemy party, causing all foes to instantly become inflicted with Deep Sleep. N/A Damage. Range: All Foes. 0 MP. Dark Element.

+ Svartur Gja: The caster forces her palm unto the ground, causing a large fissure of shadowy energy to open up from the path between her and her target. Can cause Blind. 150% Intellect Damage. Range: Column. 0 MP. Dark Element.

+ Bjartur Kassi: An invisible, yet immobile box of pure energy arises around the target and slowly contracts, becoming smaller and smaller until the target is contorted into a massive ball of flesh. After the process is complete, the cube implodes, crushing the target further. Can cause Instant Death. Can cause Disable. 10 Hits. 100% Intellect Damage. Range: Foe. 0 MP. Dark Element.

+ Sjon Rista: A blade of pure, raw power is conjured upon the target's left hand. Motioning her arm slightly to the left, the blade extends outward and lashes out at all foes within its path. 230% Intellect Damage. Range: Frontal Cone. 0 MP. Arcane Element.

+ Ljos Eldgos: A circle of unbelievably strong power and force erupts around the target. Although not hitting the target itself, all foes within 2 cells of the target take damage. Can cause Paralysis. 400% Intellect Damage. Range: Foe. 0 MP. Arcane Element.

+ Omerkingur Baklun: The caster chants an ominous incantation, causing the targets to become surrounded by various afflictions and atrocities of all kinds. Chance of Misfortune. Chance of Apathy. Chance of Petrify. Chance of Disable. Chance of Immobilization. Chance of Poison. N/A Damage. Range: 2 Foes. 0 MP. Dark Element.

R-Ability:+ Property Reverse: Whenever Memory casts a spell that would do more damage if it were Attack-based, the foe's Defense and Spirit are swapped solely for the attack. Indirect targets are not affected by this ability.

S-Ability: + Altered Reality: All foes standing within 2 cells of Memory instantly gain a weakness to the Dark element. If a foe already has a weakness to Dark, it does not gain a quadruple weakness.

Release: N/A

HP:MP:Atk:Def:Int: Spr:Move: 2 (+0 from Dimensionalist Profession)

Skill Points: 0

Last edited by Durn on Sun Apr 17, 2011 9:19 pm; edited 2 times in total

Profession: Reality Shaper - One who bends the contents of Advena itself, altering its properties to her will. Her powers are not limited to the environment of the world and can be used on living beings as well.Weapon: Pocket Watch of Saphir - A pure golden watch made from metals no longer found on this planet. The hands of the watch appear to be of a sapphire, yet metallic color. [Added Effect: Teleportation][Added Effect: Stop]Armor: Reality's Guise - A rather old dress that looks like it may be worn by a typical farmhand or city dweller or... well, almost any girl of her age during this time period, really. [Transformation]Accessory: Esteum Gralite - A small, spherical, green gem gilded with gold. A white energy appears to twist and turn within the facets of the gem. [Immune Earth]

A-Ability: Environmental Shift

+ Magma Life: The Reality Shaper chants a mysterious hymn, causing the world to alter forms into that of horrific, hellish world with black, endless skies and dangerously warm climates. All normal cells are transformed into Searing Charcoal Pavement cells. All water cells are transformed into Lava cells. All tree cells are transformed into Charred Oak cells. All other cells not listed above (excluding player and NPC cells) are transformed into Lava Waterfall cells. N/A Damage. Range: Battlefield. 0 MP. Fire Elemental.

+ Natural Life: The Reality Shaper chants a mysterious hymn, causing the world to alter forms into that of a primitive, natural world with an overgrowth of plants and a musty, humid climate. All normal cells are transformed into Deep Grass cells. All water cells are transformed into Peculiar Green Liquid cells. All tree cells are transformed into Gigantic Hyacinth cells. All other cells not listed above (excluding player and NPC cells) are transformed into Pollen Bulb cells. N/A Damage. Range: Battlefield. 0 MP. Earth Elemental.

+ Arctic Life: The Reality Shaper chants a mysterious hymn, causing the world to alter forms into that of a barren, snowy world with massive glaciers and what seems to be an endless, thick layer of pure white, freezing fog. All normal cells are transformed into Snowy Fog cells. All water cells are transformed into Ice cells. All tree cells are transformed into Glacier cells. All other cells not listed above (excluding player and NPC cells) are transformed into Glacial Plant cells. N/A Damage. Range: Battlefield. 0 MP. Ice Elemental.

+ Aerial Life: The Reality Shaper chants a mysterious hymn, causing the world to alter forms into that of a windy, tornado filled world composed of white towers. If one dares walk off of the edge of a tower, they may fall for eternity. All normal cells are transformed into White Tower cells. All water cells are transformed into Air cells. All tree cells are transformed into Tornado cells. All other cells not listed above (excluding player and NPC cells) are transformed into Lightning Vortex cells. N/A Damage. Range: Battlefield. 0 MP. Wind Elemental.

+ No Life: The Reality Shaper chants a mysterious hymn, causing the world to become engulfed within an eternal shade of darkness, destroying the world in its entirety. Destroys all cells. Ally party experiences Game Over. N/A Damage. Range: Battlefield. 0 MP. Dark Elemental.

+ Detonera Spricka: The caster ceases the chant that opened the rift on the target's body, causing the rift to instantly shut. Even though the rift has been shut, the area of the body that the rift consumed does not return to the body. Target must be affected by Rift. Causes Permanent Immobilization. Damage persists till death. 100% Intellect Damage. Range: Foe. 0 MP. Arcane Element.

+ Lagan Organ: The caster mumbles a twisted, inaudible chant that causes the right arm of one foe to become entwined with the left arm of another foe. The two entwined foes can not longer move out of adjacent cells of one another, and also have the accuracy of their attacks reduced by 50%. The entwined arms may be chopped off, but will cause Bleeding and Blood Loss. The 50% accuracy reduction will also remain after hewing the limbs. Pulls foes into adjacent cells of one another. 180% Intellect Damage. Range: 2 Foes within 3 cells of each other. 0 MP. Neutral Element.

+ Dastalg Organ: The caster mumbles a twisted, inaudible chant that causes the face of one foe to become melded against the face of another foe. The two merged foes can no longer see nor move properly, and are also severely inflicted with a massive case of Fear. The merged foes cannot be separated. Accuracy is reduced by 75%. Pulls foes into adjacent cells of one another. 160% Intellect Damage. Range: 2 Foes within 3 cells of each other. 0 MP. Neutral Element.

+ Frysa Kanslor: The caster remains silent as a sudden burst of frozen energy emerges around the target's skull, encasing it within a thin block of ice. The ice block may be removed upon Critical Hit. Causes Asphyxiation. Can cause Freeze. 340% Intellect Damage. Range: Foe. 0 MP. Ice Element.

+ Bryta Ben: The caster mumbles a rather lengthy chant, causing the target's body to slowly become more distorted and crushed as the chant continues. As the chant finishes, the target's body returns to its normal figure, yet the damage persists. Causes Crush. 50% Max HP Damage. Range: Foe. 0 MP. Earth Element.

+ Antands Liv: The caster chants an ominous, inaudible word or two at a rather loud volume. The result of the chant is a magnificent tremor that alters every single living or nonliving creation within 314 miles of the caster. Causes 5 random status effects. Random Damage. Range: All Foes. 0 MP. Neutral Element.

R-Ability:+ Continuation of Alteration: Whenever Daylight damages a foe within 3 cells of another foe, the other foe experiences the exact same ability that the original foe is affected by for no extra MP cost. Can affect more than one foe at once.

+ Redirect Destiny: Whenever Daylight is damaged by more than one foe in one turn, the foe who attacks first receives damage equal to the amount of damage caused by other foes that turn.

S-Ability: + Double-Sided: Daylight may use two R-Abilities at one time.

Profession: Diabolist - One who performs frequent, yet somewhat obscure acts of deviltry in order to manifest themselves as beings of fantastic horror and despair. [Basic Attack: 3 Cell Range][Basic Attack: Int-Based][Manifestation Shift]Weapon: Feeble Sewing Needle - A thin, copper wire with a pointed end. Indicated by the bloodstains scattered across the needle, this object was likely used in many rituals of malicious intent. Armor: Enveloping Garments - A series of poorly stitched, white blankets sewn together for the purpose of covering the user's body. Not a single centimeter of the wearer's body can be seen through this thick, although shoddy guise.Accessory: Broken Light Bulb - Although most of the bulb's contents have withered away, the Diabolist still carries the thing around with him.

A-Ability: Infernal Phantasm

+ Martyr: Sprinkling a thin, almost intangible trail of salt across the ground in the shape of a square, the user takes a sewing needle and impales it through his left pinkie finger. As the blood makes contact with the salt, an aura of suffering begins to loom around the caster. Summons Martyr. N/A Damage. Range: Self. 5 MP. Dark Element.

+ Placebo: Sprinkling a thin, almost intangible trail of salt across the ground in the shape of a circle, the user takes a sewing needle and impales it through his left ring finger. As the blood makes contact with the salt, an aura of resentment begins to loom around the caster. Summons Placebo. N/A Damage. Range: Self. 5 MP. Dark Element.

--- Synchronization With Hell: Upon activating Placebo, Kaleidoscope gains 3 Substitution Orbs. Whenever Kaleidoscope takes damage, he may consume one Substitution Orb in order to reduce the damage caused by the attack by 50%.

A-Ability: Item

R-Ability: N/A

S-Ability:Synchronization With Hell: As long as Kaleidoscope has a summon active, he gains a passive buff that varies from demon to demon.

Release: Final Devastation - The caster slits his own throat, allowing ample spirits of demonic descent to fill the battlefield with horror and despair. Can cause Disease. 100% Piercing Intellect Damage. Range: All Foes. Dark Element.

* Manifestation Shift: When Kaleidoscope summons a demon, his own entity becomes a part of the demon's existence. Because of this, the summon does not require its own cell, and will move and attack in place of Kaleidoscope, as if controlling his every move. Kaleidoscope's summons do not have their own stats, and act based off of his. Demons can only be de-summoned upon Kaleidescope's death, so, for the most part, only one summon will be used per battle.

Profession: Entity of Suffering - Only the demon's name and title have been preserved. It's only purpose is to suffer and to be forgotten, exemplifying its loneliness through bloodshed and rage.

+ Entangling Swipe: The demon extends its talons outward toward the target, tangling its limbs around it and then receding its claws back into its body, eviscerating the target's flesh with efficient speed. 130% Attack Damage. Range: 2 Cells. 8 MP. Neutral Element.

+ Followup Strike: After weakening its target, the demon quickly strikes at the target's chest, hastily impaling it and receding its claws back into its body. If the target was damaged by an A-Ability other than Followup Strike in the previous turn, the damage caused is doubled. 100% Attack Damage. Range: 2 Cells. 10 MP. Neutral Element.

Profession: Entity of Resentment - An extremely old demon comprised of various trinkets and gadgets. Its purpose is to search for replacements for its slowly deteriorating body parts.

+ Shaped Dummies: The demon quickly stitches together two flesh-and-blood copies of Kaleidoscope's body, which act as bait for the summoner's enemies. The copies cannot move, and are inflicted with a permanent status of Center of Attention to all foes within a 3 cell radius of the dummies. Upon being attacked, the dummies explode in a sudden burst of hand-knit organs and bones, which quickly ignite enemies within 2 cells of the blast for 110% Attack Damage. N/A Damage. Range: 2 Cells. 12 MP. Dark Element.

+ Bodily Repair: The demon begins to stitch the injured body of Kaleidoscope back to health, protecting him with various trinkets and hand-knit body parts and other contraptions. Restores 15% Maximum HP per turn of activity and inflicts one turn of Center of Attention. Remains active for 3 turns. No other actions may be initiated during the process of Bodily Repair. N/A Damage. Range: Self. 8 MP. Dark Element.

Profession: Reaver – Trained skillfully in the arts of swordplay, as well as basic arts of siphoning magic, a reaver is capable of manipulating her sword to cleave, break, and tear the limbs of her enemies. [Limitless]Weapon: Shatter Cavalcade – A solid, iron blade entwined with several chains. The blade's quillon and pommel appear to have been sharpened intensely, allowing for varied, yet fairly reckless fighting styles.Armor: Girl's Apparel – Casual attire worn for comfort, not protection.Accessory: Continuité - A small, black jewel which reflects a frail, green shine whenever placed beneath direct light. [Upon being hit, has a small chance of granting Regeneration]

R-Ability:+ Thrive in Combat: After receiving damage from an enemy unit, Nancy gains one charge of Berserk. Should she receive three charges, Nancy may forfeit her turn's action to consume all three charges and restore HP equal to the damage dealt by the attack who gave Nancy her first charge.

S-Ability: + Berserker's Rush: Nancy may link an A-Ability to a basic attack at the cost of HP equal to half of Nancy's Attack. A second basic attack may be linked at the cost of HP equal to the entirety of her Attack.